Level 25 for buying second spaceship type and level 50 for buying third
spaceship type.  Times playing this game happened where I'd like to use a
planet hammer on a particular planet and blow it out of existence.



Jude <jdashiel at panix dot com> "There are four boxes to be used in
defense of liberty:
 soap, ballot, jury, and ammo. Please use in that order."
-Ed Howdershelt (Author, 1940)

.

On Wed, 8 Mar 2023, Travis Siegel wrote:

> Warehouses can have 4 incoming feeds, and also can have 4 outgoing feeds. 
> Factories can have 2 incoming feeds, but only 1 outgoing feed. The robotic
> center is the same way.  The galactic trade center has only 4 incoming feeds,
> so if you're looking to fill one up, you'll need to swap around your incoming
> feeds, since there are considerably more than 4 products that can be stored in
> them.  Obviously, production buildings (hydroponics, ore processors, gas
> extractors and the like), can have only 1 outgoing feed, but interestingly
> enough, they can have incoming feeds as well, though I haven't a clue why
> that's built that way, must be just an artifact of the code used to build them
> I'd guess, since there's no need to feed such buildings themselves.  Now, if
> you could use warehouses like an assembly line, (I.E. ore processor 1 feeds
> warehouse 1, and warehouse 1 feeds warehouse 5, because ore extractor is too
> far from warehouse 5, but warehouse1 can reach it, that would make our lives a
> whole lot easier.  Unfortunately, that's not an option though.  You can also
> feed extracted elements to living quarters, (again, no clue why, it's not like
> they can use them), so apparently, there's a bit of code reuse going on, even
> where it doesn't make sense to do so.
>
> But, even with all that confusion, the game is still generally playable.  The
> real thing we're missing is a way to tell how far away something is from
> something else, that would solve a lot of logistics problems.  I have noticed
> though, that when you tap connect on a building, it does place the possible
> connection points in order by how far away the other buildings are.  This
> makes for some interesting speculation, because sometimes buildings I would be
> sure are out of range show up on the list, and sometimes, they're way closer
> than buildings that are only one or two squares away according to voiceover,
> so do keep that in mind, it may help you design your layouts better if you can
> get ahandle on that kind of information.
>
> There's been times I tore down the whole set of connections I had, and
> redistributed them based on how close buildings were to one another, even
> though voiceover claims they're many many squares away, and it allows me to
> keep the lines moving better that way.
>
> Also, if you can, you want to accumulate 100 energy cells, then find yourself
> a space station, and buy the second grade of ship. That allows you to colonize
> two planets at a time, so you have something to do while waiting for a planet
> to build things after you've got it's infrastructure all setup.  There's a
> level requirement for buying that second spaceship, but I don't remember what
> it is, level 10 or 20, not sure which, but I didn't know about it until I was
> almost to level 30, so there's that.
>
>
> On 3/8/2023 5:13 AM, Jude DaShiell wrote:
> > Once factories get connected to warehouses a message sometimes comes up
> > claiming warehouse is invalid for products.  I found restarting the game
> > fixed this problem in one instance since after that no error beep came up
> > when passing through the factory in question.  I also found out warehouses
> > can have more than one input of the product they store once set up and
> > product is selected with the first connection or inside the warehouse
> > dialog.
> >
> >
> >
> > Jude <jdashiel at panix dot com> "There are four boxes to be used in
> > defense of liberty:
> >   soap, ballot, jury, and ammo. Please use in that order."
> > -Ed Howdershelt (Author, 1940)
> >
> > .
> >
> >
> >
> >
> >
>
>
> 
>
>
>
>


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